/*
 * Copyright (c) 2014-2023, NVIDIA CORPORATION.  All rights reserved.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 * SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
 * SPDX-License-Identifier: Apache-2.0
 */

/* Contact chebert@nvidia.com (Chris Hebert) for feedback */

#include "Renderable.h"
#include "RenderContext.h"

Renderable::Renderable() {}

Mesh* Renderable::getMesh()
{
  if(m_mesh_id == 0)
    return NULL;
  RenderContext* ctx = RenderContext::Get();
  if(!ctx)
    return NULL;
  return ctx->getMesh(m_mesh_id);
}

void Renderable::setMesh(const Mesh::ID& inID)
{
  m_mesh_id = inID;
}


Renderable::~Renderable() {}
